Topic: Result of a snowed in weekend.

Received my copy of the Firestorm Armada Rules.While I am impressed by the miniatures, I am not impressed by the game. Since Starmada is more fun to play, I must convert the statistics for the miniatures to a Starmada format.

    Firestorm Armada Terran Alliance Razorthorn Battleship (1,318CR) All systems TL +4.

      Hull (1,3,5): 22 21 20 19 18  17* 16 15 14 13  12 11* 10 9 8  7 6 5* 4 3  2 1.

        Engines (1,2): 6 6 6 6 5  5 5 5 4 4 4 3 3 3 3 2 2 2 2 1 1 1.

          Shields (3,4): 4 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 2 1 1 1 1 1.

            Weapons (5,6): 1:VZ, 2:V, 3:W, 4:X, 5:Y, 6:Z.

              Battery V: Primary Weapons &Turrets (Energy): 1-4/5-8/9-12, 2/4+/1/1, Range-Based ROF; Increased Hits; Repeating.

                [HJ][IK][ABCDEF][ABCDEF]

                  Battery W: Primary Weapons (Kinetic): 1-4/5-8/9-12, 3/4+/1/1, Range-Based ROF; Increased Hits; Repeating.

                    [G]

                      Battery X: Torpedoes (Ballistic): 1-4/5-8/9-12, 3/4+/1/1, Fire-Linked; Increased Hits; Repeating.

                        [ABCDEF]

                          Battery Y: Torpedoes (Ballistic): 1-4/5-8/9-12, 2/4+/1/1, Fire-Linked; Increased Hits; Repeating.

                            [ABCDEF][ABCDEF]

                              Battery Z: Point Defense (Kinetic):1-2/3-4/---, 1/4+/1/1, Carronade; Increased Hits; Repeating.

                                [ABCDEF][ABCDEF][ABCDEF][ABCDEF][ABCDEF][ABCDEF][ABCDEF]

                                  Special Equipment: Critical Hit Save (3+); Damage Control (4 dice); Hyperdrive; Marines(10); Teleports (5).

                                    This preserves some of the flavor of the original, but improvements are always appreciated.

                                      Thank You.

                                        VBAM Statistics

                                          Cost: 22, Maintenance: 6, DV: 15, AS:32, AF: 5, CR: 9, CC: 4.

                                          Re: Result of a snowed in weekend.

                                          Terran Alliance Sentinel Cruiser (462 CR)  All systems TL +4.

                                            Hull (1,3,5): 11 10 9 8* 7  6 5 4* 3 2  1.

                                              Engines (1,2): 8 8 7 6 6  5 4 3 3 2  1.

                                                Shields (3,4): 2 2 2 2 2  2 1 1 1 1  1.

                                                  Weapons (5,6): 1: WZ, 2: W, 3: X, 4: Y, 5: Y, 6: Z.

                                                    Battery W: Primary Weapons (Energy):1-3/4-6/7-9, 2/4+/1/1, Range-Based ROF; Increased Hits; Repeating.

                                                      [HJ] [IK]

                                                        Battery X: Primary Weapons (Kinetic): 1-4/5-8/9-12, 2/4+/1/1, Range-Based ROF; Increased Hits; Repeating.

                                                          [G]

                                                            Battery Y: Torpedoes (Ballistic): 1-4/5-8/9-12, 2/4+/1/1, Fire-Linked; Increased Hits; Repeating.

                                                              [ABCDEF] [ABCDEF]

                                                                Battery Z: Point Defense (Kinetic): 1-2/3-4/---, 1/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                  [ABCDEF] [ABCDEF] [ABCDEF]

                                                                    Special Equipment: Critical Hit Save (4+); Damage Control (3 dice); Hyperdrive; Marines (6); Teleports (3).

                                                                      VBAM Statistics

                                                                        Cost: 11; Maintenance: 5 (It is a Gunship); Defensive Value: 7; Anti-Ship: 21; Anti-Fighter: 2; Command Rating: 6; Command Cost:3.

                                                                        Re: Result of a snowed in weekend.

                                                                        Terran Alliance Pilgrim Frigate (211 CR) All systems TL +4.

                                                                          Hull (1,3,5): 6 5 4* 3 2  1.

                                                                            Engines (1,2): 11 10 8 6 4  2.

                                                                              Shields (3,4): 1 1 1 1 1  1.

                                                                                Weapons (5,6): 1: X, 2: Y, 3: Z,4: ---, 5: ---, 6:---.

                                                                                  Battery X: Primary Weapons (Kinetic): 1-4/5-8/9-12, 1/4+/1/1, Range-Based ROF; Increased Hits; Repeating.

                                                                                    [G]

                                                                                      Battery Y: Torpedoes (Ballistic): 1-4/5-8/9-12, 3/4+/1/1, Fire-Linked; Increased Hits; Repeating

                                                                                        [ABCDEF]

                                                                                          Battery Z: Point Defense (Kinetic):1-2/3-4/---, 1/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                            [ABCDEF]

                                                                                              Special Equipment: Critical Hit Save (5+); Damage Control (2 dice); Hyperdrive; Marines (2); Teleports (1).

                                                                                                VBAM Statistics

                                                                                                  Cost: 10; Maintenance: 4 (It is a gunship); Defensive Value: 4; Anti-Ship: 15; Anti-Fighter: 1; Command Rating: 4; Command Cost: 3.

                                                                                                    I am basing the shields in this conversion on the Damage Resistance minus 2. The shields in the Firestorm Armada system greatly resemble the Interceptors in Agent's Of Gaming  Babylon 5 Wars or Mongoose Publishing's A Call To Arms. Considered as an option for Starmada, an interceptor would best be considered as a weapon firing at the shields of it's own ship and generating negative Damage when it hits and penetrates the shields (This would be more of an advantage on poorly shielded ships and mostly useless on very well shielded ones). These negative damage points could then be subtracted from the damage dice to be rolled against the ship (especially those that inflict Continuing damage, Double damage, or Extra Hull Damage).

                                                                                                      The trait: Interceptor (KEB) should Have a Multiplier of 1, because even negative damage is just plain damage. This would make the Multiplier of traits: Interceptor (KE), Interceptor (KB), and Interceptor (EB) equal  to 0.7 and the Multiplier of traits: Interceptor (K), Interceptor (E), and Interceptor (B) equal to 0.4. These should be modified by a further multiplier to account for the circumstance that, while the Interceptor shares the Arc of the weapon of which it is a part, an Interceptor negates damage coming from all bearings. An Interceptor in a 6-arc mount should have its SU multiplied by 1, 5-arcs by 1.2, 4 arcs by 1.5, 3 arcs by 2, 2 arcs by 3, and 1 arc by 6. This makes the 6-arc mount the cheapest for an Interceptor.

                                                                                                        While the Interceptor is in effect, a defensive system; it is designed as a weapon and should be costed in ORAT as a weapon. Also, the damage of  non-piercing weapons should not be affected by Interceptors. The Trait : No Hull Damage may not be combined with the Trait: Interceptor.

                                                                                                        Re: Result of a snowed in weekend.

                                                                                                        Applying Interceptors to this conversion, the Interceptor would have the statistics:

                                                                                                          1/2/3, 1/4+/1/1, Interceptor(KEB); Increased Hits; Repeating.

                                                                                                            This would equal 10.35 and round up to 11. This would make a single 6-arc mount take up 77 Space Units. This is rather expensive, and will probably increase the Hull Size, if I add them to the converted ships.

                                                                                                              Also, adding an Interceptor(1/2/3, 1/4+/1/1, Interceptor (B); Increased Hits; Repeating) to Point Defense as a second mode raises the SU cost of Point Defense from 7.245 (rounded up to 8) to 9.315 (rounded up to 10). This makes the cost of a Point defense Battery 70 SU.

                                                                                                              Re: Result of a snowed in weekend.

                                                                                                              After some brief research ( no more than 120 dice rolls), I conclude that a single Interceptor (averaging) against a Level 1 shield will give 0.82 negative Damage points per turn, against a Level 2 shield, it will give 0.64 negative Damage points per turn, and against a Level 4 shield, it will give 0.45 negative Damage points per turn. Not much of a defense, even if we round up.

                                                                                                                Since a Pilgrim has but one Interceptor, it averages, at most, one Defensive point per turn. This is also true for the Sentinel. A Razorthorn has three Interceptors, but still averages little more than one point of negative damage.

                                                                                                                  Against Ballistic weapons, if you use the Point Defense with an Interceptor mode, the situation is better. A Pilgrim still averages only one point, but the Sentinel averages two and the Razorthorn averages slightly more than three negative Damage points.

                                                                                                                    As to the Damage that is being defended against, the Pilgrim would inflict an average of 3.3 Damage per turn against another Pilgrim, an average of 2.6 Damage per turn against a Sentinel, and an average of 1.8 Damage per turn against a Razorthorn.  The Sentinel would inflict an average of 4.9 Damage per turn against a Pilgrim, an average of 3.8 Damage per turn against another Sentinel, and an average of 2.7 Damage per turn against a Razorthorn. The Razorthorn would inflict an average of 11.5 Damage per turn against a Pilgrim, an average of 9 Damage per turn against a Sentinel, and an average of 6.3 Damage against another Razorthorn. I conclude that Interceptors are not such an outrageous defense as to unbalance a game of Starmada.

                                                                                                                    Re: Result of a snowed in weekend.

                                                                                                                    Next, we have ships modified with Interceptors.

                                                                                                                      Terran Alliance Pilgrim Frigate ( 247 CR ).All systems TL +4.

                                                                                                                        Hull (1,3,5): 7 6 5 4* 3   2 1.

                                                                                                                          Engines (1,2): 11 10 8 7 5  4 2.

                                                                                                                            Shields (3,4): 1 1 1 1 1 1 1.

                                                                                                                              Weapons (5,6): 1: W, 2: X, 3: Y, 4: Z, 5: ---, 6: ---.

                                                                                                                                Battery W: Primary Weapons (Kinetic): 1-4/5-8/9-12, 1/4+/1/1, Range-Based ROF; Increased Hits; Repeating.

                                                                                                                                  [G]

                                                                                                                                    Battery X: Torpedoes (Ballistic): 1-4/5-8/9-12, 3/4+/1/1, Fire-Linked; Increased Hits; Repeating.

                                                                                                                                      [ABCDEF]

                                                                                                                                        Battery Y: Point Defense (Kinetic):  1-2/3-4/---, 1/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                          2nd mode: 1-2/3-4/5-6, 1/4+/1/1, Interceptor(B); Increased Hits; Repeating.

                                                                                                                                            [ABCDEF]

                                                                                                                                              Battery Z: Interceptors (Energy):  1/2/3, 1/4+/1/1, Interceptor(KEB); Increased Hits; Repeating.

                                                                                                                                                [ABCDEF]

                                                                                                                                                  Special Equipment: Critical Hit Save (5+); Damage Control (2 dice); Hyperdrive; Marines (2); Teleporters (1).

                                                                                                                                                    VBAM Statistics

                                                                                                                                                      Cost: 10; Maintenance: 4; Defensive Value: 5; Anti-Ship: 16; Anti-Fighter: 1; Command Rating: 5; Command Cost:3.

                                                                                                                                                      Re: Result of a snowed in weekend.

                                                                                                                                                      Terran Alliance Sentinel Cruiser (504 CR). All systems are TL +4.

                                                                                                                                                        Hull (1,3,5): 12 11 10 9* 8   7 6 5* 4 3  2 1.

                                                                                                                                                          Engines (1,2): 8 8 7 6 6  5 4 4 3 2  2 1.

                                                                                                                                                            Shields (3,4): 2 2 2 2 2  2 1 1 1 1  1 1.

                                                                                                                                                              Weapons (5,6): 1: V, 2: W, 3: X, 4: Y, 5: Y, 6: Z.

                                                                                                                                                                Battery V: Primary Weapons (Energy): 1-3/4-6/7-9, 2/4+/1/1,  Range-Based ROF; Increased Hits; Repeating.

                                                                                                                                                                  [HJ] [IK]

                                                                                                                                                                    Battery W: Primary Weapons (Kinetic): 1-4/5-8/9-12, 2/4+/1/1, Range-Based ROF; Increased Hits; Repeating.

                                                                                                                                                                      [G]

                                                                                                                                                                        Battery X: Torpedoes (Ballistic): 1-4/5-8/9-12, 2/4+/1/1, Fire-Linked; Increased Hits; Repeating.

                                                                                                                                                                          [ABCDEF] [ABCDEF]

                                                                                                                                                                            Battery Y:Point Defense (Kinetic): 1-2/3-4/---,1/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                              2nd mode: 1-2/3-4/5-6, 1/4+/1/1,  Interceptor (B); Increased Hits; Repeating.

                                                                                                                                                                                [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                  Battery Z: Interceptors (Energy): 1/2/3, 1/4+/1/1, Interceptor (KEB); Increased Hits; Repeating.

                                                                                                                                                                                    [ABCDEF]

                                                                                                                                                                                      Special Equipment: Critical Hit Save (4+); Damage Control (3 dice); Hyperdrive; marines (6); Teleports (3).

                                                                                                                                                                                        VBAM Statistics

                                                                                                                                                                                          Cost: 14; Maintenance: 5 (It is a gunship.); Defensive Value: 7; Anti-Ship: 22; Anti-Fighter: 2; Command Rating: 6; Command Cost: 3.

                                                                                                                                                                                          Re: Result of a snowed in weekend.

                                                                                                                                                                                          Terran Alliance Razorthorn Battleship (1442 CR ) All systems are TL +4.

                                                                                                                                                                                            Hull (1,3,5): 24 23 22 21 20  19* 18 17 16 15  14 13* 12 11 10  9 8 7* 6 5  4 3 2 1.

                                                                                                                                                                                              Engines (1,2): 6 6 6 6 5  5 5 5 4 4  4 4 3 3 3  3 2 2 2 2  11 1 1.

                                                                                                                                                                                                Shields (3,4): 4 4 4 4 4  4 3 3 3 3  3 3 2 2 2  2 2 2 1 1  11 1 1.

                                                                                                                                                                                                  Weapons (5,6): 1: UZ, 2: V, 3: W, 4: X, 5: Y, 6: Y.

                                                                                                                                                                                                    Battery U: Primary Weapons & Turrets (Energy):  1-4/5-8/9-12, 2/4+/1/1, Range-Based ROF; Increased Hits; Repeating.

                                                                                                                                                                                                      [HJ] [IK] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                        Battery V: Primary Weapons (Kinetic): 1-4/5-8/9-12, 3/4+/1/1, Range-Based ROF; Increased Hits; Repeating.

                                                                                                                                                                                                          [G]

                                                                                                                                                                                                            Battery W: Torpedoes (Ballistic): 1-4/5-8/9-12, 3/4+/1/1, Fire-Linked; Increased Hits; Repeating.

                                                                                                                                                                                                              [ABCDEF]

                                                                                                                                                                                                                Battery X: Torpedoes (Ballistic): 1-4/5-8/9-12, 2/4+/1/1, Fire-Linked;Increased Hits; Repeating.

                                                                                                                                                                                                                  [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                    Battery Y: Point Defense (Kinetic): 1-2/3-4/---, 1/4+/1/1,Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                      2nd Mode 1-2/3-4/5-6, 1/4+/1/1,Interceptor (B); Increased Hits; Repeating.

                                                                                                                                                                                                                        [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                          Battery Z: Interceptors (Energy): 1/2/3, 1/4+/1/1,Interceptor (KEB); Increased Hits; Repeating.

                                                                                                                                                                                                                            [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                              Special Equipment; Critical Hit Save (3+); Damage Control (4 dice); Hyperdrive; Marines (10); Teleports (5).

                                                                                                                                                                                                                                VBAM Statistics:

                                                                                                                                                                                                                                  Cost: 22; Maintenance: 7 (It is a Gunship); Defensive Value: 16; Anti-Ship: 33; Anti-Fighter: 5; Command Rating: 9; Command Cost: 4.

                                                                                                                                                                                                                                  Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                  Ooo, I hope someone gets a chance to do this with the shiny Sorylian figures.

                                                                                                                                                                                                                                  Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                  This still does not come as close as I would like to capturing the original flavor of the ships.

                                                                                                                                                                                                                                    If we were to accept two other house rules, we could more closely approximate the original weapons on these ships. First, let us consider Co-axial Banks. These are weapons which not only can be fired together as a single weapon at the same target, but must be fired together and cannot be fired separately.

                                                                                                                                                                                                                                      Let us take as an example: Co-axial A: 1-3/4-6/---, 2/4+/1/1, Carronade; Increased Hits; Repeating and Co-axial B: ---/7-12/13-18, 1/4+/1/1, Minimum Range; Increased Hits; Repeating. These form a single weapon which has four range bands. To see how to calculate with these, I will use them as the Port & Starboard Weapons of a Razorthorn. Co-axial A: 43.47 rounds up to 44; [HJ] [HJ] [HJ] [IK] [IK] [IK]: 44*(6+12)=792. 792*(9+6)/6=1320. Co-axial B: 43.47 rounds up to 44; [HJ] [HJ] [HJ] [IK] [IK][IK]: 44*(6+12) = 792. 792*(18+6)/18 = 1056. 792+792 = 1584 SU cost of weapon. 1320+1056 = 2376 ORAT of weapon.

                                                                                                                                                                                                                                        But,you may protest, the range bands are not equal. Then, let us try this: Co-axial A: 1-4/5-8/---, 2/4+/1/1, Carronade; Increased Hits; Repeating and Co-axial B: ---/5-8/9-12, 1/4+/1/1, Minimum Range; Increased Hits; Repeating. Co-axial A: 57.96 rounds up to 58; [HJ] [HJ] [HJ] [IK] [IK] [IK]: 58*(6+12) -1044. 1044 * (12+6)/12 = 1566. Co-axial B: 28.98 rounds up to 29;[HJ] [HJ] [HJ] [IK] [IK] [IK]: 29*(6+12) = 522. 522*(12+6)/12 = 783. 1044+522 =1566 SU. 1566 +783 = 2349 ORAT. Since two of the bands overlap completely (the only circumstance in which all four bands can be exactly equal), this weapon's damage statistics have a bulge in the middle. Since most of the weapons in Firestorm Armada have the majority of their damage in mid-range, I shall proceed with this scheme.

                                                                                                                                                                                                                                        Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                        I would like your opinion. Before I post the final version of these three ships, do I need to add Datalinks to them?

                                                                                                                                                                                                                                          Datalinks come from the Victory By Any Means version of Starmada. They allow any two ships equiped with Datalinks and within Range 5 of each other to share Target Locks and use Linked Fire (similar to the Trait: Firelink) against the same Target vessel. Ships equipped with more than one Datalink may form Datagroups.

                                                                                                                                                                                                                                            The source material In Firestorm Armada Would seem to justify using Datagroups as part of play with these ships.

                                                                                                                                                                                                                                              This brings up another point.  Firestorm Armada has Datagroups as large as Range 8 in Diameter. While this is easy to calculate, how large should a Datagroup be limited to being? And for that matter,  how many separate ships should a Datagroup be limited to containing?

                                                                                                                                                                                                                                              Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                              If you're really trying to model FS:A as accurately as possible, the datagroup sizes should correspond to the maximum squadron sizes in the original game.  Having larger squadrons is a major edge for races like the Sorylians and (to a lesser degree) the Aquans, and that should be reflected in a port.

                                                                                                                                                                                                                                              OTOH, the more I've played FS:A the more I question why anyone would want to.  The universe isn't that compelling, the rules are full of typos, the design system is easily broken, and the gameplay is about 50% slower than it needs to be because of rotten design.  Better to chuck the lame vestiges of the parent game and just stat the (relatively) cool ship minis to suit your own play style in Starmada.  Even then I don't know how you'd ever play with them on a hex map, but Starmada does work gridless as well.

                                                                                                                                                                                                                                              Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                              Since this is the only feedback that I have gotten, I will finish the final version of these ships with Datalinks. I will also use the Command Center from the VBAM/Starmada game.  This will double the Command Rating of any ship that it is on. As I have decided that the size of a Datagroup should be determined by the highest Command Rating in it, this should prove useful. Further, a ship with a Command Center should be able to share Target Locks (using it's Datalinks) with Command ships in other Datagroups. Also, I think that a Datagroup with a Command center on one of its ships should be able to pool it's negative Interceptor damage. This would make such a weak Defense as Interceptors more effective against fire concentrated on a single member of the Datagroup.

                                                                                                                                                                                                                                                I have decided to let the Range of Datalinks vary between 1 and 10.  Keeping this consistent with the figures in VBAM/Starmada leads to the following Table:

                                                                                                                                                                                                                                                  Range__________ Space Units______________DRAT Modifier

                                                                                                                                                                                                                                                    1_________________2_____________________* 1.1

                                                                                                                                                                                                                                                      2_________________8______________________*1.1

                                                                                                                                                                                                                                                        3________________18______________________*1.1

                                                                                                                                                                                                                                                          4________________32______________________*1.2

                                                                                                                                                                                                                                                            5________________50______________________*1.2

                                                                                                                                                                                                                                                              6________________72______________________*1.3

                                                                                                                                                                                                                                                                7________________98______________________*1.4

                                                                                                                                                                                                                                                                  8_______________128______________________*1.6

                                                                                                                                                                                                                                                                    9_______________162______________________*1.7

                                                                                                                                                                                                                                                                      10______________200______________________*1.8

                                                                                                                                                                                                                                                                        This should be sufficient variety in the Range and Size of a Datagroup.

                                                                                                                                                                                                                                                                        Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                                                        This is the final version of the frigate.

                                                                                                                                                                                                                                                                          Terran Alliance Pilgrim Frigate (315 CR) All systems are at TL +4.

                                                                                                                                                                                                                                                                            Hull (1,3,5): 8 7 6 5* 4 3 2 1.

                                                                                                                                                                                                                                                                              Engines (1,2): 11 10 9 7 6 5 3 2.

                                                                                                                                                                                                                                                                                Shields (3,4): 1 1 1 1 1 1 1 1.

                                                                                                                                                                                                                                                                                  Weapons (5,6): 1: WZ, 2: W, 3: X, 4: X, 5: X, 6: Y.

                                                                                                                                                                                                                                                                                    Battery W: Primary Weapons (Kinetic):

                                                                                                                                                                                                                                                                                      Co-Axial A: 1-4/5-8/---, 2/4+/1/1, Carronade; Increased Hits; Repeating

                                                                                                                                                                                                                                                                                        Co-Axial B: ---/5-8/9-12, 1/4+/1/1, Minimum Range; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                          [G] [G]

                                                                                                                                                                                                                                                                                            Battery X; Torpedoes (Ballistic): 1-4/5-8/9-12, 1/4+/1/1,Fire-Linked; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                              [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                                                                                                Battery Y: Point Defense (Kinetic): 1-2/3-4/---, 1/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                  2nd Mode: 1-2/3-4/5-6, 1/4+/1/1, Interceptor (B); Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                    [ABCDEF]

                                                                                                                                                                                                                                                                                                      Battery Z: Interceptors (Energy): 1/2/3, 1/4=/1/1, Interceptors (KEB); Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                        [ABCDEF]

                                                                                                                                                                                                                                                                                                          Special Equipment: Critical Hit Save (5+); Damage Control (2 dice); Datalink: Range 6 (1); Hyperdrive; Marines (2); Teleports (1).

                                                                                                                                                                                                                                                                                                            Somewhat large for a Frigate, but very effective if you can maneuver to keep the target between Range 5 and Range 8.

                                                                                                                                                                                                                                                                                                              I almost forgot these.

                                                                                                                                                                                                                                                                                                                VBAM Statistics

                                                                                                                                                                                                                                                                                                                  Construction Costs: 11; Maintenance Costs: 4; Defensive Value: 5; Anti-Ship: 17; Anti-Fighter: 2; Command Rating: 5; Command Cost: 3.

                                                                                                                                                                                                                                                                                                                    These will be useful for those who use Victory By Any Means as their campaign mode.

                                                                                                                                                                                                                                                                                                                    Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                                                                                                    I am assuming that a change in Command Rating does not modify either Offensive or Defensive Ratings. I also assume that the Defensive Rating Modifier for Datalink is non-cumulative. If it were cumulative, the Combat Rating for a Sentinel Cruiser would rise to 879.

                                                                                                                                                                                                                                                                                                                      Terran Alliance Sentinel Cruiser (686 CR) All systems are TL +4.

                                                                                                                                                                                                                                                                                                                        Hull (1,3,5): 18 17 16 15 14*  13 12 11 10 9*  8 7 6 5 4*  3 2 1.

                                                                                                                                                                                                                                                                                                                          Engines (1,2): 8 8 8 7 7  6 6 5 5 4  4 4 3 3 2  2 2 1.

                                                                                                                                                                                                                                                                                                                            Shields (3,4): 2 2 2 2 2  2 2 2 2 1  1 1 1 1 1  1 1 1.

                                                                                                                                                                                                                                                                                                                              Weapons (5,6): 1: VX, 2: VY, 3: VY, 4: WZ, 5: W, 6: X.

                                                                                                                                                                                                                                                                                                                                Battery V: Primary Weapons (Energy):

                                                                                                                                                                                                                                                                                                                                  Co-Axial A:1-4/5-8/---, 2/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                    Co-Axial B:---/5-8/---, 1/4+/1/1, Carronade; Minimum Range; Repeating.

                                                                                                                                                                                                                                                                                                                                      [HJ] [HJ] [HJ] [IK] [IK] [IK]

                                                                                                                                                                                                                                                                                                                                        Battery W: Primary Weapons (Kinetic):

                                                                                                                                                                                                                                                                                                                                          Co-Axial A:1-4/5-8/---, 2/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                            Co-Axial B:---/5-8/9-12, 1/4+/1/1, Minimum Range; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                              [G] [G] [G]

                                                                                                                                                                                                                                                                                                                                                Battery X: Torpedoes (Ballistic): 1-4/5-8/9-12, 1/4+/1/1, Fire-Linked; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                  [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                                                                                                                                                    Battery Y: Point Defense (Kinetic): 1-2/3-4/---, 1/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                      2nd Mode 1-2/3-4/5-6, 1/4+/1/1,Interceptor (B); Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                        [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                                                                                                                                                          Battery Z: Interceptors (Energy): 1/2/3, 1/4+/1/1, Interceptor (KEB); Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                            [ABCDEF]

                                                                                                                                                                                                                                                                                                                                                              Special Equipment: Increased Command Rating (2); Critical Hit Save (3+); Damage Control (4 dice); Datalink: Range 6 (4); Hyperdrive; Marines (6); Teleports (3).

                                                                                                                                                                                                                                                                                                                                                                VBAM Statistics

                                                                                                                                                                                                                                                                                                                                                                  Construction Cost: 18, Maintenance Cost: 5, Defensive Value: 17, Anti-Ship: 22, Anti- Fighter: 7, Command Rating: 10, Command Cost: 4.

                                                                                                                                                                                                                                                                                                                                                                    The new VBAM/Starmada conversion rules have had a large effect in changing this design. I hope that I have managed to edit out all the errors.

                                                                                                                                                                                                                                                                                                                                                                    Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                                                                                                                                                    This version of the Razorthorn Battleship is not the one with the closest weapon statistics, but it is the one most faithful to the notion that you should be able to split the fire from a battery between targets howsoever you please.

                                                                                                                                                                                                                                                                                                                                                                      Terran Alliance Razorthorn Battleship (2,245 CR) All systems are TL +4.

                                                                                                                                                                                                                                                                                                                                                                        Hull (1,3,5): 34 33 32 31 30  29 28 *27 26 25  24 23 22 21* 20  19 18 17 16 15  14* 13 12 11 10  9 8 7* 6 5  4 3 2 1.

                                                                                                                                                                                                                                                                                                                                                                          Engines (1,2): 6 6 6 6 6  6 5 5 5 5  5 5 4 4 4  4 4 3 3 3  3 3 3 2 2   2 2 2 2 1  1 1 1 1.

                                                                                                                                                                                                                                                                                                                                                                            Shields (3,4): 4 4 4 4 4  4 4 4 4 3  3 3 3 3 3  3 3 2 2 2  2 2 2 2 2  2 1 1 1 1  1 1 1 1.

                                                                                                                                                                                                                                                                                                                                                                              Weapons (5,6): 1: VY, 2: VY, 3: VZ, 4: W, 5: X, 6: X.

                                                                                                                                                                                                                                                                                                                                                                                Battery V: Primary Weapons & Turrets (Energy):

                                                                                                                                                                                                                                                                                                                                                                                  Co-Axial A:1-4/5-8/---, 2/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                    Co-Axial B:---/5-8/9-12, 1/4+/1/1, Minimum Range; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                      [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                                                                                                                                                                                        Battery W: Primary Weapons (Kinetic):

                                                                                                                                                                                                                                                                                                                                                                                          Co-Axial A: 1-4/5-8/---, 2/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                            Co-Axial B: ---/5-8/9-12, 1/4+/1/1, Minimum Range; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                              [G] [G] [G] [G]

                                                                                                                                                                                                                                                                                                                                                                                                Battery X: Torpedoes (Ballistic): 1-4/5-8/9-12, 1/4+/1/1, Fire-Linked; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                  [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                                                                                                                                                                                                    Battery Y: Point Defense (Kinetic): 1-2/3-4/---, 1/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                      2nd Mode: 1-2/3-4/5-6, 1/4+/1/1, Interceptor (B); Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                        [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                                                                                                                                                                                                          Battery Z: Interceptors (Energy): 1/2/3, 1/4+/1/1, Interceptor (KEB); Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                            [ABCDEF] [ABCDEF][ABCDEF]

                                                                                                                                                                                                                                                                                                                                                                                                              Special Equipment; Critical Hit Save (2+); Damage Control (5 dice); Datalink: Range 6 (1); Hyperdrive; Marines (10); Teleports (5).

                                                                                                                                                                                                                                                                                                                                                                                                                VBAM Statistics

                                                                                                                                                                                                                                                                                                                                                                                                                  Construction Cost: 27, Maintenance Cost: 8, Defensive Value: 23, Anti-Ship: 39, Anti-Fighter: 14, Command Rating: 11, Command Cost: 5.

                                                                                                                                                                                                                                                                                                                                                                                                                    In my personal house rules, ships take a penalty of Hull/25 (rounded down). This is applied as an addition to any To-Hit dice roll against the ship. This discourages the tendancy to build very large ships. This penalty only rises until Hull 125, where it makes the ship unmissable by anything but a dice roll of 1. From Hull 125 up, I penalize the ship by adding 1 to the cost of a turn for every additional Hull 125.This Penalty only rises until Hull 625, where it makes the Ship's course unchangeable except by accumulating Thrust over multiple turns (if you use that option). From Hull 625 up, I penalize the ship by adding 1 to any impact roll against the shields for every additional Hull 625.This eventually strips the ship of any shields, leaving only it's bloated mass as it's sole defense.

                                                                                                                                                                                                                                                                                                                                                                                                                      In the present case, it becomes easier by 1 to hit the ship. One could, by analogy to Counter-measures, divide by 1.5 in calculating the Defense Rating. This would make the Combat Rating 1847 CR and reflect the fact that, in some ways, increasing the Hull Size has reduced the combat efficiency. The VBAM Stats would reflect this by keeping the Construction Cost the same, but reducing the Defensive Value to 22.

                                                                                                                                                                                                                                                                                                                                                                                                                      Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                                                                                                                                                                                                      Interesting.  have you made smaller ships, especially size one ships, harder for other ships to hit?

                                                                                                                                                                                                                                                                                                                                                                                                                      Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                                                                                                                                                                                                      I have tried this, but I don't have my notes ready to hand. As I recall, I was trying to replicate the statistics of some minor StarFleet Battles weapons, but I had difficulties, especially with those weapons whose Damage declines with an increase in the size of the Target. I could probably have used Anti-Fighter Only to fix this, but I don't think it was part of the rules then.

                                                                                                                                                                                                                                                                                                                                                                                                                        The Public Library here is shutting down for a few weeks (to put Radio Frequency Identification Tags on everything movable ), so it may be a while before I can get to a computer and properly answer your question.

                                                                                                                                                                                                                                                                                                                                                                                                                        Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                                                                                                                                                                                                        This is the closest version of the Razorthorn that I can make to the original statistics. It is, however, less flexible than I would like.

                                                                                                                                                                                                                                                                                                                                                                                                                          Terran Alliance Razorthorn Battleship (2057 CR) all systems are TL +4.

                                                                                                                                                                                                                                                                                                                                                                                                                            Hull (1,3,5): 31 30 29 28 27  26 25* 24 23 22  21 20 19 18* 17  16 15 14 13 12  11* 10 9 8 7  6 5 4* 3 2  1.

                                                                                                                                                                                                                                                                                                                                                                                                                              Engines (1,2): 6 6 6 6 6  6 5 5 5 5  5 4 4 4 4  4 3 3 3 3  3 2 2 2 2  2 1 1 1 1  1.

                                                                                                                                                                                                                                                                                                                                                                                                                                Shields (3,4): 4 4 4 4 4  4 4 4 3 3  3 3 3 3 3  3 2 2 2 2  2 2 2 2 1  1 1 1 1 1  1.

                                                                                                                                                                                                                                                                                                                                                                                                                                  Weapons (5,6): 1: UY, 2: VZ, 3: W, 4: X, 5: X, 6: Y.

                                                                                                                                                                                                                                                                                                                                                                                                                                    Battery U: Primary Weapons (Energy):

                                                                                                                                                                                                                                                                                                                                                                                                                                      Co-Axial A: 1-4/5-8/---, 3/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                        Co-Axial B: ---/5-8/9-12, 2/4+/1/1, Minimum Range; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                          [HJ] [HJ] [IK] [IK]

                                                                                                                                                                                                                                                                                                                                                                                                                                            Battery V: Primary Weapons (Kinetic):

                                                                                                                                                                                                                                                                                                                                                                                                                                              Co-Axial A: 1-4/5-8/---, 4/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                Co-Axial B: ---/5-8/9-12, 3/4+/1/1, Minimum Range; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                  [G] [G]

                                                                                                                                                                                                                                                                                                                                                                                                                                                    Battery W: Turrets (Energy):

                                                                                                                                                                                                                                                                                                                                                                                                                                                      Co-Axial A: 1-4/5-8/---, 2/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                        Co-Axial B: ---/5-8/ 9-12, 1/4+/1/1, Minimum Range; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                          [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                                                                                                                                                                                                                                                            Battery X: Torpedoes (Ballistic): 1-4/5-8/9-12, 1/4+/1/1, Fire-Linked; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                              [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                                                                                                                                                                                                                                                                Battery Y: Point Defense (Kinetic): 1-2/3-4/---, 1/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                  2nd Mode: 1-2/3-4/5-6, 1/4+/1/1, Interceptor(B); Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                    [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                                                                                                                                                                                                                                                                      Battery Z: Interceptors (Energy): 1/2/3, 1/4+/1/1, Interceptor (KEB); Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                        [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                                                                                                                                                                                                                                                                          Special Equipment: Critical Hit Save (2+); Damage Control ( 5 dice); Datalink: Range 6 (1); Hyperdrive; Marines (10); Teleports (5).

                                                                                                                                                                                                                                                                                                                                                                                                                                                                            VBAM Statistics

                                                                                                                                                                                                                                                                                                                                                                                                                                                                              Cost: 26; Maintenance: 9 (It counts as a Gunship); Defensive Value: 21; Anti-Ship: 37; Anti-Fighter: 13; Command Rating: 11; Command Cost: 4.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                Adjusted for size, the Combat Rating would be reduced to 1693 CR and the Defensive Value would be reduced to 22.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                Before we consider the matter of carriers, we must consider the question of fighters. The fighters in Firestorm Armada have been revised since the publication of the Rulebook. The website has sheets of fleet statistics for download. The fighter speeds have been reduced (probably for purposes of game balance) and this makes them easier to convert into Starmada. The small sizes of Firestorm Armada Wings (in the original game,the term seems to refer to single fighters, but in this conversion, I am letting the number of guns that a Wing can fire be represented by the number of fighters in a Starmada flight) make it necessary to bend the rule for the minimum size of the flight. There is adequate precedent for doing this to accomadate the requirements of a specific background.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  I also find that I have to add the trait Increased Hits to Fighters. As the existing Fighter Traits seem to require, as a modifier, that we take the Square Root of an existing Weapons Trait Modifier and round it down, Increased Hits (Fighter) = Square Root 2.3 (rounded down) = 1.5.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    Assaulters (Breachers) = (Square Root (201(by the Starmada Admiralty Annex Rulebook)*(2+1)Squared*15/4/6))*1.5*1.7(rounded up) = 86. 86*0.5 (TL +4) = 43.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      Bombers = (Square Root (183* (4+1)Squared*12/4/6))*0.8*1.5*1.7(rounded up) = 98.  98*0.5 (TL +4) = 49.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        Interceptors = (Square Root (183* (3+1)Squared*18/4/6))0.8*1.5*1.7(rounded up) = 96. 96*0.5 (TL +4) = 48.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          Fighters = (Square Root (183* (3+1)Squared*18/4/6))*1.5*1.7(rounded up) = 120. 120*0.5 (TL +4) = 60.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            In the above figures, 0.8 is the modifier for Interceptors or Bombers, 1.5 is the modifier for Increased Hits (Fighter), and 1.7 is the modifier for Repeating (Fighters).

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              Repeating this in standard format:

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                Assaulters (Breachers): Size 2 - Speed  15 - Attack 4+-Defense 0, Increased Hits; Repeating (43 Capacity).

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  Bombers: Size 4 - Speed 12 - Attack 4+-Defense 0, Bomber; Increased Hits; Repeating (49 Capacity).

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    Interceptors: Size 3 - Speed 18 - Attack 4+-Defense 0, Interceptor; Increased Hits; Repeating (48 Capacity).

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      Fighters: Size 3 - Speed 18 - Attack 4+-Defense 0, Increased Hits; Repeating (60 Capacity).

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        The largest of these will be multiplied by the number of Wings on the ship to determine Carrier Capacity. Unfortunately, these are not close enough in size to prevent someone from cramming in a couple of extra breachers above the intended complement, but this is likely unimportant as long as there are enough marines.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        Since the Assaulters require 2 squads of Marines per flight, I shall have to provide enough extra marines to accomodate this. Less obviously, I was in error to count 1 squad of Starmada Marines as equal to 1 squad of Firestorm Armada  Boarders. It should have been 2 squads of Marines, I will have to revise the final versions of this conversion to reflect this.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          This is the simple version of the Zenith Class Carrier.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            Zenith Carrier (1558 CR) All are at TL +4.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              Hull (1,3,5): 17 16 15 14 13* 12 11 10 9 8* 7 6 5 4 3* 2 1.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                Engines (1,2): 6 6 6 5 5 5 4 4 4 3 3 3 2 2 2 1 1.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  Shields (3,4): 3 3 3 3 3 3 2 2 2 2 2 2 1 1 1 1 1.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    Weapons (5,6): 1: WZ, 2: WZ, 3: X, 4: X, 5: Y, 6: Y.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      Battery W: Primary Weapons (Energy) 1-3/4-6/5-9, 1/4+/1/1, Range-Based ROF; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        [HJ] [HJ] [IK] [IK]

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          Battery X: Primary Weapons (Kinetic) 1-4/5-8/9-12, 1/4+/1/1, Range-Based ROF; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            [G] [G] [G]

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              Battery Y: Torpedoes (Ballistic) 1-4/5-8/9-12, 1/4+/1/1, Fire-Linked; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  Battery Z: Point Defense (Kinetic) 1-2/3-4/---, 1/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    [ABCDEF] [ABCDEF] [ABCDEF] [ABCDEF] {ABCDEF]

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      Special Equipment: Carrier (420); Critical Hit Save (3+); Damage Control (4 dice); Hyperdrive; Marines (22); Teleports (4).

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        Assaulters (Breachers): Size 2- Speed 15-Attack 4+-Defense 0, Increased Hits; Repeating (43 Capacity).

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          Bombers: Size 4- Speed 12- Attack 4+-Defense 0, Bomber; Increased Hits; Repeating (49 Capacity).

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            Interceptors: Size 3- Speed- 18- Attack 4+-Defense 0, Interceptor; Increased Hits; Repeating (48 Capacity).

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              Fighters: Size 3- Speed 18- Attack 4+-Defense 0, Increased Hits; Repeating (60 Capacity).

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                VBAM Statistics

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  Assaulter: Cost: 1/1, Maintenance: 1/3, DV: 4, AS: 1, AF: 1; Direct Assault.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    Bomber: Cost: 2/1, Maintenance: 1/3, DV: 9, AS: 7, AF: 1.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      Interceptor: Cost: 3/4, Maintenance: 1/3, DV: 8, AS: 4, AF: 4.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        Fighter: Cost: 1/1, Maintenance: 1/3, DV:8, AS: 6, AF: 3.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          Zenith-Class Carrier: Cost 23, Maintenance: 7, DV: 12, AS: 21, AF: 3, CR: 8, CC: 4, Basing: 7.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            I used the new Starmada AE to VBAM 1st Edition Fighter Conversion charts. They came along at just the opportune moment.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              Not relevent to Starmada, but anyone who plays the game or plays Iron Stars would probably enjoy http://www.girlgenius%20online.com.It had me half-choking from trying to keep from laughing out loud in the Public Library.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              The new VBAM/Starmada conversion rules make some revision necessary for alternate Datalink Statistics. They will also mean that I will need to heavily edit the final versions of the Razorthorn, the Sentinel, and the Pilgrim.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                Datalink Range-------Datalink Size----------DRAT Modifier

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  2-----------------------1%----------------------*1.1

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    3-----------------------2%----------------------*1.1

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      4-----------------------3%----------------------*1.2

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        5-----------------------5%----------------------*1.2

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          6-----------------------7%----------------------*1.3

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            7-----------------------10%---------------------*1.4

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              8-----------------------13%---------------------*1.6

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                9-----------------------16%---------------------*1.7

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  10----------------------20%---------------------*1.8

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    I don't know whether or not the new version still has Command Center. It does have a method for increasing Command Rating, so I may recalculate using this though it will be more expensive.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    Simple Version:

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      Terran Alliance Guardian Class Point Escort (61CR) All Systems TL+4.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        Hull (1,3,5): 2 1.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          Engines (1,2): 6 3.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            Shields (3,4): 1 1.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              Weapons (5,6): 1: Z, 2: Z, 3: ---, 4: ---, 5: ---, 6: ---.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                Battery Z: Point Defense (Kinetic): 1-2/3-4/---, 1/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    Special Equipment: Damage Control (1 die); Hyperdrive.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      VBAM Statistics

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        Cost: 5; Maintenance: 1(Surprisingly, this is a Gunship); Defensive Value: 2; Anti-Ship: 7; Anti-Fighter: 0; Command Rating: 2; Command Cost: 2.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        Version with Interceptors:

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          Terran Guardian class point Escort (95 CR) All Systems are TL +4.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            Hull (1,3,5): 3 2 1.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              Engines (1,2): 6 4 2.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                Shields (3,4): 1 1 1.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  Weapons (5,6): 1: Z, 2: Z, 3: ---, 4: ---, 5: ---, 6: ---.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    Battery Z: Point Defense: 1-2/3-4/---, 1/4+/1/1, Carronade; Increased Hits; Repeating.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      [ABCDEF] [ABCDEF] [ABCDEF]

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        Special Equipment: Damage Control (1 die); Datalink: Range 6 (1); Hyperdrive.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          VBAM Statistics

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            Cost: 6; Maintenance: 1; Defensive Value: 3; Anti-Ship: 8; Anti-Fighter: 0; Command Rating: 3; Command Cost: 2.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            Re: Result of a snowed in weekend.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            BeowulfJB wrote:

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            Interesting. have you made smaller ships, especially size one ships, harder for other ships to hit?

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              I haven't found my notes for this, but I recall that I was trying to use a die 10 version of Starmada to simulate Star Fleet Battles. I could not find a single formula that would work for Hull Sizes greater than 24 or less than 1 and leave the Combat Modifiers for Hull Sizes between 1 and 24 unchanged.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                As it is possible to design flights whose individual fighters would almost be Hull size 1, it would probably be fair to let Hull Size 1 ships and Flotillas have a -1 To-Hit Modifier. Unfortunately, logical consistancy would have smaller fighters at -2 To-Hit and Mines at -3 To- Hit, which would be in contradiction to present Starmada rules. It would certainly displease those who think that Fighters are already too powerful in Starmada.

                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  Nonetheless, I would think it possible to give small craft (Flotillas & Hull Size 1 Ships) -1 or even -2 to the cost of making a turn (given that fighters turn for free) and maybe to give small craft -1 to any Impact Rolls against their Shields (given that they have room for so very few of them and that Fighters may have up to Level 5 Armor). Choosing such an option in a House rules game might be interesting, but might also be unbalancing.